Arahbo, Roar of the World
Approximate Total Cost:
I originally had an equipment subtheme, but I removed it during my first pass on the deck. I'm not 100% sure how to balance it enough to make it effective without compromising on running lots of cats yet.RowanKeltizar wrote: ↑3 years agoI love it! One thing I would suggest is that you look at an equipment subtheme. There are a few cats that have synergy with equipment such as Kemba, Kha Regent.
I'll be honest, it's less that I don't want to play infect, and more that Lost Leonin has exceedingly creepy art >.<
The eternal conflict for me. Running Kaheera as a companion would solve a lot of my problems, as I mostly want her in the command zone for the art. But it would be unfair of me to have spent the last six-ish months complaining about the mechanic (and still having a strong desire to see it banned, tbh), and then turn around and run it myself.darrenhabib wrote: ↑3 years agoMeow Metallic Mimic Growl Mew Kaheera, the Orphanguard Purr.English translationShowHideIf you remove Metallic Mimic you can have Kaheera, the Orphanguard as your companion instead.
I don't know what your history has been on the concept, but often the best way to talk about a subject with any authority is by actually experiencing it yourself from both sides.Airi wrote: ↑3 years agoThe eternal conflict for me. Running Kaheera as a companion would solve a lot of my problems, as I mostly want her in the command zone for the art. But it would be unfair of me to have spent the last six-ish months complaining about the mechanic (and still having a strong desire to see it banned, tbh), and then turn around and run it myself.
I compromised on that issue by getting a playmat and accepting that it was as close as I'd get.
Yeah, list will 100% need some functionality tweaking to make it actually playable and enjoyable to pilot. Unfortunately, due to covid I've mostly been stuck with just coming up with the initial ideas for decks, as I have no outlet to play them (I work in a medium-exposure job, but also have a chronic illness that requires me to be in and out of various doctors offices and hospitals, so I have been avoiding going out to minimize not getting other people sick, and not exposing myself more than need be) >.< I will definitely come back to this post when I get the chance to play though. I can already see some cards I could fairly painlessly swap for some of your suggestions.RowanKeltizar wrote: ↑3 years agoSPOILERShowHideI agree that an equipment subtheme might be hard to fit in well here, especially if you want a high density of cats.
My initial feeling of course is that you are pretty heavy on creatures though. If I were trying to build this I would make a little more room for interaction, ramp, and card draw and only run the most powerful or synergistic ones, but I also understand you are wanting to make a beautiful cat deck with aesthetics and flavor while running as many cats possible which is certainly something I can get behind!
Perhaps a few cards that are still on theme and could find a place:
Draw:
Hunter's Insight - super efficient. hitting someone for 3-5 damage should be easy to do, but if they have doublestrike then this can be a blowout.
Soul's Majesty
Elemental Bond - If you can consistently buff your 2/2 cats to 3 power, this can be a very powerful draw engine.
Inspiring Call - I love how cheap this is to cast, but I'm not sure how consistently you can get counters on your cats. Worth building around a bit maybe? Lets not forget that this provides indestructibility which might be worth the mana alone.
Cheating cats into play:
Descendants' Path - you can set this up with the below card, but also any tutor that puts a creature on top of your library.
Mirri's Guile - Mirri's Guile works wonders by itself with fetchlands or any instant speed shuffle effect. With so many cats I think it could work pretty well.
Lurking Predators - Kindred Summons is usually much better. I think this is a bit of a trap card, but might be worth a try.
Duelist's Heritage - if you want to get combat damage in, this is hard to beat in terms of efficiency, it can also be a very effective political card encouraging players to not attack you.
Removal:
Tutors:note: the enchantment tutors are great for finding Mirari's Wake, but can also grab Aura Shards or Descendant's Path
Ramp: If you were running more ramp I think you could drop down to 35 lands while taking a closer look at your mana curve.
I really don't want to have a 'is companion okay' debate here. I'm amenable to doing so in the banlist forum, but it violates a philosophy thing for me, and it's never been about it being strong. So yes, I could play with it, it wouldn't be game breaking (nor do I think any of them are), but it doesn't really fix my core issues. It's lose-lose, I don't run it? People say I'm basing arguments with no experience. I do run it? Now I'm a hypocrite for still using the mechanic but supporting a ban.darrenhabib wrote: ↑3 years agoI don't know what your history has been on the concept, but often the best way to talk about a subject with any authority is by actually experiencing it yourself from both sides.
Companion is actually a super weak mechanic in commander. You can check out in my signature that I've basically tried all of them in some capacity. Once the rule was applied it kind of made it unplayable.
So at least once you've tried it you can talk about the subject with more actual weight behind your arguments for or against the mechanic.
Don't want to sound preachy, but I do dislike it when people protest against something but don't have any experience with the subject.
I mean have you really have that bad of an experience playing against people with a companion or did you just make up your mind at the very beginning?
Anyway that is my suggestion is to just give it a try so that moving forward when talking about the companion mechanic and perhaps still wanting to ban it you can say that you tried it and indeed it felt whatever you feel.